Locust
| This article relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
| This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Locust
A bioengineered insect capable of flying short distances. Specialized chemical receptors allow locusts to effectively forage for food. While relatively weak on their own, swarms of locusts can be deadly.
Base Stats
Pawn Stats
- Combat Power
- 55
- Move Speed
- 3 c/s
- Health Scale
- 70% HP
- Body Size
- 0.6
- Mass - Baby
- 7.2 kg
- Mass - Juvenile
- 18 kg
- Mass - Adult
- 36 kg
- Carrying Capacity
- 45
- Filth Rate
- 1
- Hunger Rate
- 0.24 Nutrition/Day
- Diet
- omnivorous, animal products
- Life Expectancy
- 10 years
- Coastal Animal
- false
- Manhunter Chance
- 50%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- Intermediate
- Available Training
- Guard, Attack, Forage
- Wildness
- 30%
- Minimum Handling Skill
- 3
- Toxic Resistance
- 100%
- Toxic Environment Resistance
- 80%
- Vacuum Resistance
- 100%
- Comfortable Temp Range
- -10 °C – 40 °C (14 °F – 104 °F)
Production
- Meat Yield
84 Insect meat
Melee Combat
- Attack 1
- Mandibles
6 dmg (Bite)
9 % AP
2 second cooldown - Attack 2
- Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.1 chance factor - Average DPS
- 1.86
- tradeTags
- AnimalInsect
A locust is a type of flying insectoid added by the Odyssey DLC.
Acquisition[edit]
Locusts can be found under mountains in caves or infestations (and inside ancient shrines, including inside the caskets)?. They can be tamed by a handler.
Summary[edit]
After being trained on foraging, locusts will forage on average 0.36 nutrition/day, scaled by the forageability of the biome. Because locusts only consume 0.24 nutrition/day, including kibble, they usually more than make up for what they eat.
Analysis[edit]
?
Training[edit]
This animal can be trained as follows:
| | |
| | |
| | |
| |
*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.
In addition, a Locust can be trained to perform 'Forage': “The animal will occasionally find berries, mushrooms, or food. Animals will find more food in biomes with higher forageability. Foraging can only be done on fertile terrain.”
Health[edit]
The body part table is collapsed due to length. Expand to view.
| Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
|---|---|---|---|---|---|---|---|---|
| Shell | 21 | 1 | 100% | 28.0% | N/A[4] | - | - | |
| Elytra | 21 | 2 | 5% | 5.0% | Shell | - | - | |
| Stomach | 14 | 1 | 5% | 5.0% | Shell | Digestion |
−50% Digestion | |
| InsectHeart | 14 | 1 | 3% | 3.0% | Shell | Breathing Blood Pumping Blood Filtration Digestion |
Death | |
| Pronotum | 14 | 1 | 18% | 6.3% | Shell | Eating Talking Breathing |
Death | |
| InsectHead | 21 | 1 | 65% | 1.5% | Pronotum | - | Death | |
| Brain | 7 | 1 | 20% | 2.3% | InsectHead | Consciousness |
Death Damage always results in scarring. | |
| Eye | 7 | 2 | 15% | 1.8% | InsectHead | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
| Antenna | 7 | 2 | 10% | 1.2% | InsectHead | - | - | |
| InsectNostril | 7 | 1 | 7% | 0.82% | InsectHead | - | - | |
| InsectMouth | 7 | 1 | 10% | 1.2% | InsectHead | Eating Manipulation |
−100% Manipulation −90% Eating[5] | |
| InsectLeg | 14 | 6 | 6% | 6.0% | Shell | Manipulation Moving |
−16.7% Moving[6] |
- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ Note that eating won't go below 10%. See specific pages for details.
- ↑ If Moving drops below 16% a pawn cannot move.
Attack table
| Attack (Damage type) |
DPS[1] (Post Hit Chance)[2] |
Dam. | Cool. | AP | Selection chance[3] | |
|---|---|---|---|---|---|---|
| Average | 3 (1.86) |
- | - | 9% | - | |
| Mandibles (Bite) |
3 (1.86) |
6 | 2s | 9% | 100% | |
| Head (Blunt) |
2 (1.24) |
4 | 2s | 6% | 0% | |
- ↑ Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
It may also change depending on the stats and the melee verbs available to the pawn. - ↑ Assuming a melee hit chance of 62%
- ↑ Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.
Gallery[edit]
Version history[edit]
- Odyssey DLC Release - Added.
